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Features

Natural Funativity
The
Natural Funativity Theory
As
most experienced game developers know, one of the toughest tasks
is picking a suitable name, and this theory is no exception. Stealing
that is, borrowing from other sources is one proven method. From
Darwin's theory of evolution we have the process of Natural Selection,
and by cross-breeding that with Steve Arnold's question of "What
is the Funativity Quotient?" we get the name Natural Funativity.
But what does it mean? It's easiest to explain by breaking the theory
down into three basic areas.
Physical
Fun
The
simplest place to see a connection between our evolutionary heritage
and games and entertainment is in the physical arena. Our primary
urge is the survival instinct. Anything that directly threatens
our survival automatically commands our full attention. It's not
surprising that games, and in fact most of entertainment, use themes
of survival to similarly capture the attention of players.
The
use of this physical realm in entertainment is a clear contributor
to the success of movies, books, TV shows, news features, and of
course games that focus on the activities of soldiers, violent criminals,
police, and others who deal in matters of life and death. Anything
that involves threats to survival and the successful (or unsuccessful)
attempts to counter those threats is likely to get a large audience.
As shown in the parable of Aagh, Bohg and Cragh, it makes perfect
sense that we're hard-wired by evolution to enjoy improving our
survival skills from the simple logic that early humans who perfected
those skills were more likely to survive to become our ancestors
in the first place.
Some
major factors for survival ability in a hunter-gatherer society
were strong muscles and good coordination. This explains why sports
are popular within most cultures, and that sports that focus on
physical strength and team cooperation (much like ritualized tribal
combat or hunting) can be of particular interest to men. Individual
sports like jogging, swimming, or cycling are of general interest
and all serve to build strength and stamina. In another example
of how RSS (Refined Sugar Syndrome) applies to games, the desire
to gain skill in quickly escaping possible predators, animal or
human, or chasing down prey has become abstracted into high-speed
racing not only on foot but on bicycles, motorcycles, cars, sailboats,
speedboats, and pretty much any other conveyance. Our ancestors
passed on no instinct to lust after 450 cc internal combustion engines
- but we did inherit a desire to be able to move faster by any means
available. And although cars are much too recent to have affected
our genes, our ancestors have been tool users for over a million
years, long enough to encourage an appreciation for any good, efficient
tool.
In
addition to sports that have abstracted some physical skills, the
perfection of actual hunting skill is also popular. The computer
game Deer Hunter was a surprise hit in 1997, and today some
Japanese businessman excuse themselves from meetings when their
cell phones tell them they have hooked a virtual fish and need to
reel it in. Not all popular games need to focus on complex fantasy
or science fiction themes, or cutting-edge 3D graphics if they can
tie into this fascination with basic survival, as reality TV shows
have also discovered.
But
physical fun doesn't just apply to the hunting side of hunter-gatherers.
There are a huge number of popular entertainments that involve gathering.
Casinos packed with slot machines recreate berry-picking, abstracted
and refined into an RSS-related compulsion. People pack their homes
with sets of commemorative plates, ceramic ducks, or Beanie Babies.
And in video games, ever since Pac Man started gobbling little
dots, we've moved on to collecting hearts, coins, and stars, and
popular RPG's that encourage players to gather hundreds of items,
and of course there is Pokémon's "gotta catch
'em all."
There
are other physical activities that tie into our survival instincts.
Exploration is a popular component to many games, whether it is
the traveler's desire to see exotic places and range far and wide,
or a more local exploration, finding the best places to get specific
resources, the friendliest shopkeepers, and the safest nooks and
crannies. Improving one's knowledge of immediate surroundings is
a survival skill co-opted by games genres from RTS to RPG and FPS.
And all of these games also tie into another skill that goes back
into human prehistory a million years and more - tool use. Many
games are directly focused on use of tools, from the craft-oriented
play of single- and multi-player roleplaying games to the ubiquitous
use of hand weapons in many game types, to abstractions of tool
use in simulations of complex machinery like flight simulators,
racing games and military vehicle simulations. It can even be argued
that all video games that use standard console controllers or PC
keyboard and mouse are building our hand/eye coordination and tool
use skills. New interface devices are expanding the possibilities
even further beyond hand tools. It's interesting to note that so
much of Physical Fun is tied in some way to our upright posture
that freed the use of hands millions of years ago.
That
posture change also made possible a physical activity popular in
many human cultures that can be traced back to our distant ancestors:
dancing. Even though it took video games many years to go from creating
couch potatoes to fostering Dance Dance Revoution dervishes,
now the popularity of movement games is assured, and new input devices
like the EyeToy seem destined to expand the range even further.
These interface devices also make real-world interaction between
players at the same console more dynamic, a factor that is very
relevant to social survival skills. Surely there are also other
unexplored possibilities where other popular entertainment forms
will eventually migrate to the video game domain.
Social
Fun
Evolution
focuses not just on the survival of individuals, but also the issue
of reproduction and all the associated matters of meeting and attracting
mates. For many years video games had limited opportunity to exploit
that dynamic and prowess at games has not exactly been known for
attracting mates. But the advent of online multiplayer gaming and
the persistent popularity of playing even single-player games in
group settings are changing that preconception. Cell phones, instant
messaging, and GPS-based games that put people in contact with each
other in the real world are likely to further the social aspects
of video games.
We
are tribal creatures, forming groups and constantly watching and
responding to each other. We share these traits with our primate
relatives, but we also go a step beyond what chimps and gorillas
are capable of. We spend lots of time talking to and about each
other. This is a relatively new thing for video games, but there
are many non-game forms of entertainment based on various types
of social fun. There are social gathering-type activities like shopping,
trading collectible items of all sorts, chatting about where to
locate bargains, or who throws the best parties, and even just pure
social-bonding activities like going to parties or gossiping with
friends. The development of language in its spoken form has added
levels of indirection to our ability to learn survival skills and
key information. We don't have to see something first hand to learn
about it, we can hear or read about it. With the innovation of storytelling
people learned to spread information that may be many steps removed
from the original subject of the story, and the oldest surviving
stories and epic poems show that matters of survival and finding
and keeping mates have been of great interest for as long as stories
have existed. Storytelling was our first type of virtual reality,
and is now so much a part of everyday human culture that we take
it for granted.
The
uniquely human ability to pass on stories and thereby learn important
practical, moral, and social lessons has been invaluable to us.
Since the more recent developments of drawing and then writing we
have been able to experience stories without even having direct
access to the original storytellers, and even more recently the
printing press and now movies and television have literally let
us see someone else's story, and these various forms of storytelling
now rank among peoples' favorite forms of entertainment. And remembering
the basic premise of Natural Funativity, it's easy to see how these
also are ways that we learn how to deal with situations critical
to survival, reproduction, and their social equivalents that in
human society are often linked to social standing.
Games
have harnessed social fun in a variety of ways. Many games have
some kind of story or at least characters drawn from stories, starting
with early text and graphic adventures, and now showing up in role-playing
games and action/adventures like Half-Life and Halo.
The rise of multiplayer and then massively multiplayer and persistent
world games have made intensely social gaming experiences possible,
including virtual communities, tribes, and even real-world marriages
and friendships. MMOs like EverQuest, Star Wars Galaxies,
and Dark Age of Camelot and even single player games like
The Sims have provided inspiration for storytelling in Internet
chat rooms. These social trends are likely to continue as both the
aforementioned new hardware like cell phones and GPS systems are
increasingly adapted to gaming, and other trends like ubiquitous
broadband access, improved AI and voice recognition all make new
kinds of social interaction possible.
The
Sims in particular bears special consideration here, as it is
so intensely based on the opportunity for people to observe and
manipulate the basic social, reproductive and survival circumstances
common to everyday life. Some of the multiplayer games with the
largest audiences are not the expensive MMORPGs, but rather simple
Flash versions of card games like Hearts and Poker that serve mostly
as an excuse to use text or voice chat between players. Most popular
board games have similar social aspects that are at least as important
as their tokens and dice.
Even
as physical fun is associated with our upright posture and tool
use, social fun is associated with another important human advantage,
our language ability. But that doesn't quite cover all types of
fun. Certainly some of the popular entertainment forms mix physical
and social elements freely. Team sports are one clear blend, and
people not only participate in sports but also treat them as a social
activity by watching them and talking about them. Similarly, people
may spend as much or more time talking about shopping and where
to get the best goods at the lowest prices as they do actually going
out and getting them. The courtship rituals that may include dancing,
going to shows and movies and concerts, or going out to dinner all
mix physical and social aspects. The MMO games also supply a continuous
spectrum of activities blending simulated active physical hunting
and gathering, and actual social interaction, grouping, and conversation,
as well as objective and subjective social status within the game.
But
there are types of fun that don't quite fit the mold. In the games
field, one very popular game that seems to have virtually no connection
to physical or social fun was the classic Tetris. Tetris
was popular with a wide range of ages, and was one of the few games
that crossed over the gender gap as well. There is a little physical
tool-use related fun in Tetris, but rotating and dropping
shapes doesn't account for the hours of play value it provides.
The main action does not resemble an aspect of hunting or gathering
like so many other popular games, and there is no exploration to
speak of, or story. In fact, Tetris is about as story-free
as a game can get. And yet it is a perfect way to develop survival
skills in one remaining area where humans differentiate from the
rest of the animal kingdom. It involves an organ you're busy using
right now.
Mental
Fun
Our
large brains are the answer. Even though we use our intelligence
with physical and social fun, there is an entire set of entertainment
activities including quite a few video games which focuses primarily
on mental fun. We practice and improve our mental abilities in our
leisure time just as we exercise our muscles and build social relationships.
It fits in neatly with our other differentiating features as humans,
as our brains are arguably the most important unique feature we
have, with more complex structure and (proportional to our body
size) much larger than others in the animal kingdom. Our intelligence,
hand and tool abilities, and language all complement each other
and it is difficult to separate out how they all developed in the
historical record. Our larger brains and intelligence certainly
made it possible for our ancestors to make and use increasingly
more complex and varied tools and carry on more useful conversations.
Our tool use and ability to coordinate our hunting and gathering
through conversation has obviously helped to make our ancestors
more efficient as hunters and gatherers, which in turn let them
find enough food to support their large brains (which take a disproportionate
share of our food energy). And our language ability has let us pass
on knowledge about making tools, and has helped us survive socially
and cooperate to compensate for some of the challenges that very
large brains have caused, like difficult childbirth and children
who remain helpless much longer than other young.
The
essence of intelligence is the perception and manipulation of patterns.
Tetris excels in letting us exercise this ability. In fact
it was the observation of game designer Brian Moriarty (designer
of Beyond Zork and Loom) that people love to find
patterns in things which led me to this realization. Other games
that excel at this range from video games like Bejeweled,
through various toys and pastimes like crossword puzzles, jigsaw
puzzles, or physical puzzles like Rubic's Cube. Even appreciating
music is a form of mental fun, since music is patterned sound just
as poetry and song are patterned words. The Natural Funativity theory
suggests that these mental games should teach us something that
was useful for survival to our cave-dwelling ancestors. Although
the literal action of Tetris is at best a severe stretch to link
to survival activities, the more abstract function of quickly recognizing
- and acting - on patterns is quite useful.
Consider
how important it must have been for our ancestors to pick one limping
antelope from a herd and follow it by the difference in footprints,
or the value in being able to quickly find and grab ripe berries
while avoiding thorns, to discern edible mushrooms from poison,
or to notice the subtle cues of color and shape that meant a Sabertooth
was lurking in the brush. This also helps explain the Natural Funativity
value of various hobbies that have little obvious survival value
but also involve pattern recognition and appreciation, from stamp
and coin collecting to appreciation of all forms of art and music.
The survival benefit is not in the actual collecting of coins or
CDs, but in the mental fun of recognizing patterns. It is a workout
for the brain.
Blended
Fun
It
has been convenient to break down fun into these three categories,
although in practice most forms of entertainment combine two or
all three in a continuous spectrum. For example, the game of baseball
has its obvious physical aspects of throwing, catching, hitting,
and running, social aspects of cooperation and competition and the
stories of the exploits of individuals and teams, and mental aspects
of statistics and rules, as well as the many split-second evaluations
and decisions that ballplayers must make in the course of a game.
Or, to take a video game example, a MMORPG like EverQuest
combines the direct physical aspects of using the keyboard and mouse
with the simulated physical aspects of movement and combat in the
3D world, the social aspects of teamwork, conversation, guilds,
status, cooperation and competition, and the mental aspects from
high-level quests and strategic planning down through individual
choices of character advancement to low-level moment-to-moment evaluations
of tactics.
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